v3f co, dir, n;
};
-VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
+VG_STATIC int skate_grind_scansq( player_instance *player,
+ v3f pos, v3f dir, float r,
struct grind_info *inf )
{
v4f plane;
support_max;
v3f support_axis;
- v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
+ v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
while( bh_next( world.geo_bh, &it, box, &idx ) )
v3_cross( va, vb, normal );
sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
+ sample->normal[1] = v3_dot( player->basis[1], normal );
sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
+ sample->co[1] = v3_dot( player->basis[1], d );
v3_copy( normal, sample->normal3 ); /* normalize later
if we want to us it */
v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
v3_add( average_direction, dir, average_direction );
- if( si->normal3[1] > sj->normal3[1] )
+ float yi = v3_dot( player->basis[1], si->normal3 ),
+ yj = v3_dot( player->basis[1], sj->normal3 );
+
+ if( yi > yj )
v3_add( si->normal3, average_normal, average_normal );
else
v3_add( sj->normal3, average_normal, average_normal );
v3f v0;
v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
v3f ax;
v3_copy( v0, ax );
ax[1] = 0.0f;
v3_normalize( ax );
- v2f d = { v3_dot( v0, ax ), v0[1] },
- v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
+ v3f v_local;
+ m3x3_mulv( player->invbasis, player->rb.v, v_local );
+
+ v2f d = { v3_dot( ax, v0 ), v0[1] },
+ v = { v3_dot( ax, player->rb.v ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
v3_muls( ax, cosf( a0 ) * m, p->v );
p->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, p->v, p->v );
+
p->land_dist = d[0] / (cosf(a0)*m);
/* add a trace */
v3f p0;
v3_muls( p->v, t, p0 );
- p0[1] += -0.5f * p->gravity * t*t;
+ v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
v3_normalize( axis );
/* at high slopes, Y component is low */
- float angle_begin = -(1.0f-fabsf( player->rb.to_world[1][1] )),
+ float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ angle_begin = -(1.0f-fabsf( upness )),
angle_end = 1.0f;
struct grind_info grind;
q_axis_angle( qbias, axis, ang );
q_mulv( qbias, launch_v, launch_v );
- float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]);
+ float yaw_sketch = 1.0f-fabsf(upness);
float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- co1[1] += -0.5f * gravity * t*t;
+ v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
v3_add( launch_co, co1, co1 );
- if( !grind_located && (launch_v[1] - gravity*t < 0.0f) )
+ float launch_vy = v3_dot( launch_v,player->basis[1] );
+ if( !grind_located && (launch_vy - gravity*t < 0.0f) )
{
v3f closest;
if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 )
{
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
- if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
{
- v2f v0 = { ve[0], ve[2] },
- v1 = { grind.dir[0], grind.dir[2] };
+ /* check alignment */
+ v2f v0 = { v3_dot( ve, player->basis[0] ),
+ v3_dot( ve, player->basis[2] ) },
+ v1 = { v3_dot( grind.dir, player->basis[0] ),
+ v3_dot( grind.dir, player->basis[2] ) };
v2_normalize( v0 );
v2_normalize( v1 );
float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.125f ) )
+ if( a >= cosf( VG_PIf * 0.185f ) )
{
grind_located = 1;
}
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
struct grind_info replace_grind;
- if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) )
+ if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
{
v3_copy( replace_grind.n, p->n );
p->type = k_prediction_grind;
/* determine score */
v3f ve;
v3_copy( p->v, ve );
- ve[1] -= p->gravity * p->land_dist;
+ v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
p->score = -v3_dot( ve, grind.n ) * 0.85f;
s->prediction_count ++;
}
else
{
- v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+ v3_copy( player->basis[1], s->land_normal );
}
}
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+ float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
/* Apply forces & intergrate */
v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
- s->state.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
+ s->state.cog_v );
+
v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
}
{
if( reverse_dir != s->state.manual_direction )
{
-#if 0
- player__dead_transition( player );
-#endif
return;
}
}
/* TODO: Fall back on land normal */
/* TODO: Lerp weight distribution */
- /* TODO: Can start manual only if not charge jump */
if( s->state.manual_direction )
{
v3f plane_z;
}
else
{
- /* FIXME UNDEFINED! */
- vg_warn( "Undefined up target!\n" );
-
- v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+ v3_lerp( s->state.up_dir, player->basis[1],
12.0f * s->substep_delta, s->state.up_dir );
}
}
v3_normalize( fwd );
-
-
float way = player->input_js1v->axis.value *
vg_signf( v3_dot( raw_nplane, player->rb.v ) );
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
- /* FIXME */
- v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n );
+ v3f axis_front, axis_back, axis;
+ v3_cross( inf_front->dir, inf_front->n, axis_front );
+ v3_cross( inf_back->dir, inf_back->n, axis_back );
+ v3_add( axis_front, axis_back, axis );
+ v3_normalize( axis );
+
+ v3_cross( axis, inf_avg.dir, inf_avg.n );
skate_grind_decay( player, &inf_avg, 1.0f );
m4x3_mulv( player->rb.to_world, grind_co, grind_co );
/* Exit condition: lost grind tracking */
- if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, inf ) )
+ if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
return 0;
/* Exit condition: cant see grind target directly */
m3x3_mulv( player->rb.to_world, ra, raw );
v3_add( player->rb.co, raw, wsp );
- if( skate_grind_scansq( wsp, player->rb.v, 0.3, inf ) )
+ if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
{
if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
{
struct player_skate *s = &player->_skate;
- if( skate_grind_scansq( player->rb.co,
+ if( skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
{
{
struct player_skate *s = &player->_skate;
- if( !skate_grind_scansq( player->rb.co,
+ if( !skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
return 0;
{
rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
axel,
- k_board_spring, k_board_dampener,
+ k_surface_spring, k_surface_dampener,
s->substep_delta );
v3_add( normal, s->surface_picture, s->surface_picture );
}
rb_update_transform( &player->rb );
- player->rb.v[1] += -s->state.gravity_bias * s->substep_delta;
+ v3_muladds( player->rb.v, player->basis[1],
+ -s->state.gravity_bias * s->substep_delta, player->rb.v );
s->substep -= s->substep_delta;
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
m3x3_mulv( gate->transport, s->state.head_position,
s->state.head_position );
+ m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );